199,906 Commits over 4,140 Days - 2.01cph!
Cleaning away usage of Awake, Start, OnEnable in entities
Cleaned up LODGrid.Instance testing
In "theory" ticking stat modifiers should work now, but will run some tests before I merge to main.
Offset loading when opening steam inventory
Tested tick modifier, looks like it works.
Fixed some minor bugs to the tick modifier system.
Ball target range can be increased
Camera height tracking can be disabled
Can now win deuce mode test game
Fixed standalone hangar reverb zone being a solid collider (preventing people from entering it)
- Spinning rotor blades in Pipes areas now hurt the player
- Moved player death/deletion code to a central place
- More whitebox level work
added new targets, with animations
updated shaderforge version. tweaked cloud city outer court colour
added new targets with animations. viewable in cloud city court
Added ParticleSystemLOD (set up on the large furnace as an example)
Fixed smoke particles immediately disappearing when the large furnace is toggled off
Renamed LODCull to MeshCull, LODObject to MeshLOD and LODContainer to RendererLOD
Fixed attachment networking fuckupz
Do warmup in coroutine so game stays responsive (kinda)
Shader variants wamup
Added particle quality slider to F2 menu
Updated trigger zones to handle new targets
Finally fixed the reload bug amongst others.
Renamed EntityBehaviour to NetworkEntityBehaviour
Fixed ALT head rotation offset fuckup
Some shit didn't get renamed.
Don't bother warming up effects in editor, we cool
added collision to target, added vertex colours so can set individual ring colour, tweaked hit anim
For for AI not responding
added collision to target, added vertex colours so can set individual ring colour, tweaked hit anim
Added ParticleSystemContainer utility component (added to large furnace as an example)
Merged Stat Changes branch to Main. This properly integrates Stat-driven Attributes and Skills + removes the concept of "step" from Attribute, replaced by the Tick Modifiers.
Increased brightness of nights with full moon
added lod settings to the large furnace particles.
Added timer to stat modifiers, so that one now can optionally say a modifier should be automatically removed after N seconds. This should "probably" be based on TOD time, right now it's based on Time.time.
Fixed arrow damage being lower than intended
Medical loot tables. Manifest. Savas now has healing stations in all corners. Fixed missing barrels required to get on top of the monument dome.
Savas signs for confused noobs.
Added particle LOD's to small furnace
Editted Large furnace FBX so LOD2,3 don't block the fire FX
Tweaked large furnace particle LOD distances.
Got killed by some guy called Chewbacca on London Dev Hapis. Some people are just unfriendly.
Furnace performance optimization. Added flicker to the furnace light.
fixed some issues with the player's eyes facing wrong direction during some animations
breath doesn't show up in the pitch black now.
C++ comments to C# code generation
Fixed quarry particle effect performance issues and added particle LODs
Fixed stone hatchet "missing effect" warnings
Toned down stone hatchet screen shake (in line with metal hatchet)